I don't think it's a viable model because players are willing to do it for free, as CS:GO's Overwatch shows.
I don't think it's a viable model because players are willing to do it for free, as CS:GO's Overwatch shows.
'Not invented here' is a blessing and a curse.
Cheater effort and quantity scales roughly with game revenue and popularity. So the first tier of games, the most popular and long-term ones, like League of Legends, CS:GO, Overwatch, maybe Valorant, Apex Legends, Fortnite, can afford machine learning. The next tier down can afford to implement community review programs, where players earn in-game rewards and the satisfaction of improving game experience.
Also, thats not to say you cant have a second and third tier of support to escalate your case to if you think you were wrongly banned, which wouldnt go to the grunts.
Trying to review a replay to determine if a player is using wallhacks? This would take intimate knowledge of every game the SaaS reviews.
Maybe this can work out and I'll be like the one 2007 HN comment about Dropbox, but it takes an average of maybe 5-10 minutes per case to review if you're not being super thorough. It could be an open platform where players can sign up, but at that point I think game developers would just implement it in-house. The harder part of this technically is the replay functionality in the first place, which they'd have to do anyway.